Kings Crown Ace | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Kings Crown Ace CR: 8

Medium humanoid (any race),
Armor Class: 15 (studded leather)
Hit Points: 78 (12d8 + 24)
Speed: 30 ft.

STR

11 +0

DEX

16 +3

CON

14 +2

INT

11 +0

WIS

10 +0

CHA

14 +2

Saving Throws: DEX +6, INT +3
Skills: Acrobatics +6, Deception +5, Perception +3, Stealth +9
Senses: Passive Perception 13
Languages: Thieves' cant, Casearan, Common
Challenge Rating: 8 ( 3,900 XP)
Proficiency Bonus: +3

Evasion. If the Ace is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ace instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack. Once per turn, the Ace deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the ace that isn't incapacitated and the ace doesn't have disadvantage on the attack roll.

Actions

Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Playing Cards. If the ace has not yet used their Sneak Attack this turn, it may use its action to take one of its magic playing cards and attack a creature within 30 feet with it.
Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 5 (1d4 + 3) Slashing damage, and the number rolled on the damage dice (1d4) determines which of the following additonal effects takes place.

  1. Blade: The Ace rolls its Sneak Attack damage (4d6) and adds it to card’s damage. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled (2d6).
  2. Shackle: Until the start of the aces next turn, the target’s speed is halved. It must choose between using an action or bonus action on its turn while its speed is reduced in this way.
  3. Door: The ace rolls its Sneak Attack damage (4d6) and adds it to their card’s damage. The Ace may then teleport to a space within 30 feet of them that they can see.
  4. Wild Ace: This card morphs suits depending on the dealer’s wishes. The Ace chooses Blade, Shackle, or Door. The card then immediately gains the suit’s respective effect.

Bonus Actions

Stacking the Deck. The ace may use this feature twice, before needing a long rest to regain this ability's charges. As a Bonus Action, the Ace may perform one of the following abilities.

  • Jack: The Ace and all friendly creatures to it within 5 feet of them have advantage on Dexterity saving throws until the start of your next turn.
  • Queen: The Aces movement speed increases by 10 feet, and its movement does not provoke opportunity attacks. These benefits last until the start of its next turn.
  • King: The Ace chooses a creature it can see within 30 feet of it. The first time that creature makes a successful attack roll before the start of your next turn, they deal extra 12 damage on that attack.

Reactions

Risk it All. Once per long rest, as a reaction, when the the Ace is targeted by a melee or ranged attack, it may allow the attack to automatically hit them, creating an opening for their counter attack. The Ace may then deal 1d4 + 4d6 + 3 damage to the target that attacked them.


Created by

DandDhunter117.

Statblock Type

Monster

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